| Commit message (Collapse) | Author | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
changes.
|
|
'm_physicsScene' to match coding conventions and reduce confusion.
|
|
The symptom was exceptions while creating physical terrain.
Reduce default terrain mesh magnification to 2 from 3 because the
higher resolution uses a lot of memory and doesn't solve the terrain
smoothness for vehicles.
Added comments here and there and improved some debugging log messages.
|
|
TerrainMeshMagnification controls number of vertices generated per
heightmap point. Default is 3.
|
|
contact processing threshold for static object as well as mesh terrain.
|
|
regions when there are no region neighbors.
Add some terrain location processing routines to support above.
|
|
that was in BSScene to BSParam. Remove unused parameters that were passed to the unmanaged code. Update DLLs and SOs for the new param block.
|
|
|
|
Only initialization and debug fuctions left.
|
|
functions.
|
|
BulletSim core to using the BulletSimAPITemplate. Physical object creation and destruction first.
|
|
to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
|
|
for the operation of BulletSim and those defintiions/structures defined
so they can be used in the unmanaged world.
Consolidate setting of collision flags so implementation is not scattered.
|
|
While fixing the above, add methods to physical body and shape pointer
wrapper so routines won't have to know that IntPtr.Zero means no
physical instance.
Fix problem with physical linksets failing after a few sits and
unsits by properly restoring child prom positions for compound
linksets after multiple selection and deselections.
|
|
static objects by more restrictive selection of objects that collide
with static objects.
Rename collision mask fuctions from 'filter' to 'group' so it is clear
what is being set.
Rename BulletSimAPI.SetCollisionFilterMask() to SetCollisionGroupMask to match above.
Restore passing of time step to linear and angular motion component routines.
Use buffering vehicle physical parameter get/set routines consistantly.
Make range enforcement clearer by using ClampInRange() function for parameter setting.
Remove commented out experimental vehicle calculations.
|
|
|
|
unequal edge heights. Thanks UBit.
|
|
Add locking around unlikely but possible race conditions on terrain list.
|
|
conflicts with PhysicsShape type defined in later libOMV
|
|
appearing to be working). Centralize terrain shape creation logic. Remove very chatty detail log messages.
|
|
creeping in)
|
|
|
|
mesh terrain can be implemented.
|
|
|
|
lets you configure region sizes to be smaller without crashing the region. I remind you that regions are still square, must be a multiple of 4, and the Linden client doesn't like anything other then 256. If you set it bigger or smaller, the terrain doesn't load in the client, the map has issues, and god forbid you connect it to a grid that expects 256m regions.
|
|
a raycast test safely.
* Test for prim obstructions between the avatar and camera. If there are obstructions, inform the client to move the camera closer. This makes it so that walls and objects don't obstruct your view while you're moving around. Try walking inside a hollowed tori. You'll see how much easier it is now because your camera automatically moves closer so you can still see.
* Created a way to know if the user's camera is alt + cammed or just following the avatar.
* Changes IClientAPI interface by adding SendCameraConstraint(Vector4 CameraConstraint)
|
|
LICENSE.txt.
|
|
walk/stand animations will get used instead of just falling
|
|
llSetHoverHeight() should not clamp the x/y position of an object the way MoveTo does,
and it should recalculate the absolute height to hover at as an object moves to reflect
the current ground/water height under it.
Correctly implementing required adjusting the Physics interfaces and implementing at
the physics plug-in level. The attached is a patch that correctly implements
llSetHoverHeight() including updates to the ODE physics plug-in.
|
|
now. The flying status was temporarily being ignored, which caused the avie to drop sometimes -- there was a race condition. In the process it also fixes that annoying bug in basic physics where the avie would drop half-way to the ground upon region crossings (SetAppearance was missing). Additionally, a lot of child-agent-related code has been cleaned up; namely child agents are now consistently not added to physical scenes, and they also don't have appearances. All of that happens in MakeRoot, consistently.
|
|
* should work - the last compile failure looks like a random glitch...
|
|
* This pushes an identifier for the OpenSim scene to the physics scene. This allows log messages from the physics scene to identify which OpenSim scene they relate to.
* Thanks Gerhard
|
|
ODEPlugin and pipes them to their respective LSL method.
* NBody will need to be updated, this is an API change. Torque property and AddAngularForce
|
|
* Warning! Physics API change. This means that the NBodySimulation needs to be updated!
* PhysicsActor -> void SetVolumeDetect(int) needs to go into classes that use PhysicsActor as their base class.
|
|
Use height calculation in Basic Physics and Physics of Simplicity so that avatars larger than the default walk with straight legs and shorter walk on the ground.
|
|
root agent scene test
|
|
subroutine down through the physics modules through PhysActor
and SceneObjectPart. No connection to the physics simulators.
|
|
in the classes between the LSL implementation and the
underlying physics engines.
|
|
to the various physics engines. No connection to the
underlying physics simulator yet, just plumbing through
the various classes.
|
|
to the various physics engines. No connection to the
underlying physics simulator yet, just plumbing through
the various classes.
|
|
* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
|